This seamless 3D PBR texture at an impressive 8K resolution masterfully captures the intricate droplet surface detail on a fresh, wet leaf. The base substrate is an organic plant surface characterized by fine fibrous veins and a slightly porous epidermis, lending natural microtexture and subtle grain orientation that enhances realism. The leaf’s surface finish exhibits a delicate moisture sheen, achieved through the interplay of water adhesion and refraction on dew-covered areas. Colorants reflect natural pigments—chlorophyll-rich green hues with subtle variations caused by light scattering and moisture saturation. This complexity is faithfully represented across PBR channels: the BaseColor/Albedo map conveys nuanced natural greens and shadowed veins, while the Normal map encodes fine droplet contours and leaf microstructures. The Roughness channel balances matte leaf areas with glistening wet droplets, and the Metallic channel remains near zero, reflecting the non-metallic organic substrate. Ambient Occlusion highlights crevices between veins and droplet clusters, enhancing depth, while Height/Displacement maps portray the subtle elevation changes created by raised water droplets on the leaf surface.
Designed with high-resolution detail for photorealistic foliage rendering, this texture is fully optimized and ready for use in Blender, Unreal Engine, and Unity projects. Its seamless nature allows for versatile tiling without visible borders, ideal for close-up shots requiring detailed natural water interaction effects on leaves. The texture accurately simulates the optical phenomena of moisture on organic surfaces, including droplet adhesion, light refraction, and the characteristic glisten of dew drops that produce a lifelike wet appearance. Such realism makes it especially suited for natural environment visualizations, botanical studies, or any project demanding authentic plant surface detail enhanced by water droplets.
For optimal results, it is recommended to adjust the UV scale to emphasize the fine microtexture of droplets and veins without repetition artifacts. Tuning the Roughness map can help achieve the perfect balance between wet gloss and matte leaf areas, depending on lighting conditions and artistic intent. Additionally, using the Height/Displacement map with parallax or tessellation will amplify the three-dimensional droplet effects, adding convincing surface relief and enhancing immersion in close-up renders. This texture’s comprehensive material composition and high-fidelity PBR channel integration ensure it delivers realistic, natural water interaction on foliage surfaces, elevating any 3D scene with superior detail and clarity.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
